Shipwrecks! Make Oceans and Beaches more Interesting!

Adds ships to the world generation, a new mob (Piranha, currently not in v2.0.0 for MC 1.11.2 and 1.12.2 but still available with older versions), and a diving suit. Currently adds rowboats, sailboats (upright and sideways), sloops, schooners, and the Waverunner to oceans and beaches.

Installation

More info on the mod below (and screenshots) but I figure this is what you are here for!

Random generation for each ship. A config with options for ship material, rarity, and min/max distance between ships.

The larger the ship the better the loot (rowboats have nothing, they are purely cosmetic).

The sloop and next ships I plan to add were designed by MCElex. You can check out more of his ships here.

New to v1.6.0, the Piranha! A hostile mob that will swim in a school. They are quite weak (a diamond sword kills in 1 hit) and dont do much damage on their own. But large shipwrecks can have 20+ piranhas swimming around.

A Diving Suit! The full suit adds waterbreathing. It will also slow you down on land.

Shipwrecks

Rowboat

Sailboat

UprightSideways. Chests and broken masts have a random chance of spawning within 20 blocks in any direction from the boat.

Sloop

There are 6 sections of torn sails that each have a 50% chance of spawning. The mast can also be broken. Dispensers in all ships have arrows or fire charges. Check all the chests inside!

Schooner

You will always get an iron block and a gold (50%), emerald (30%) or diamond (20%) block.

The Waverunner!

The largest ship to date. This ship is extremely rare. Its large enough that you will drown before you can explore the lower decks unless you come prepared. This ship is carrying a large load of valuable ore, as well as some interesting trinkets.

Other Structures

Stone Spire. These generate in areas when the ocean is deep enough. In the version for Minecraft 1.8, the spires can also generate with ore and different types of stone as seen in the screenshot.

Items

The Diving Suit

Wearing the full suit will allow you to breathe underwater. The helmet will add nightvision, so you can easily see underwater as well. If you are not in water while wearing the suit, you will be slowed down (this includes bobbing on top of the water). Each piece of armor will increase the slowness effect by 1 level. This armor is somewhat expensive to make and it will wear out eventually.

Recipe

Helmet
Chest
Legs
Boots

Screenshots

Mobs

The Piranha! The fish will spawn and move in schools. They have low health and attack strength, but you may run into a group of 20+ in some shipwrecks. Spawning of these fish is currently tied to the larger 3 shipwrecks.

Textureand a video of the movement (attack movement is slightly updated since the video, piranhas will spread out more when attacking)

Should be compatible with most mods. Any mod that overwrites vanilla Ocean and Beach biome generation is currently incompatible. This mod will not work with Better World Generation 4 or Terrafirmacraft (nothing will crash but no shipwrecks will appear in any of the biomes). It will work with Biomes OPlenty, ATG, and Extrabiomes XL (but only in vanilla biomes, no mod-created biomes will have shipwrecks).

Changelog

v1.7.1, 6/13/2015

Fixed a few texture bugs.

Removed code that could cause crashes when using multiple mods with custom mobs. Spawn eggs for Piranhas removed as part of the fix.

v1.7.0, 6/4/2015

Fixed a bug that prevented Piranhas from generating more than one time.

Improved the generation code to prevent having massive areas without wrecks.

Changed the ship rarity from a straight percent chance using nested if statements to a weighted list (basically, cleaned up the code a massive amount).

Added fire arrows and charges to the Waverunner for Minecraft 1.7 and 1.8.

Finished the last pages of the Zebrina's Captain's Log. Find out what actually happened to the crew!

v1.6.3, 11/12/2014

Fixed a bug that caused an Entity ID conflict (a better way this time).

v1.6.2, 4/9/2014

Updated the mod to 1.7.2

Increased attack speed of Piranhas from every 20 sec to every 3 sec.

Increased damage of Piranhas from 1/2 a heart to 1.5 hearts (unarmored).

Added an option in the config to disable the Diving Suit.

Shipwrecks will now appear in Deep Oceans, Frozen Oceans, and on Cold Beaches.

v1.6.1, 1/20/2014

Fixed a bug that would cause the game to crash when killed by Piranhas.

Removed the mob ID conflict.

v1.6.0, 1/16/2014

Added a new ship, the Waverunner! This is the largest ship to date. You will drown if you dont prepare correctly.

Added the first hostile mob, a Piranha! These nasty fish swim in schools. A single fish wont do much damage, but in groups they can kill you in a matter of seconds. Luckily 1 hit with a diamond sword, or 2 with a stone or better sword will kill these fish. They can swim faster than you, so be prepared to fight them.

Added custom armor, the diving suit! Wearing the helmet will give you nightvision. This armor provides the same protection as iron armor, but is slightly more durable. The armor will also add slowness if worn outside of the water, note that this effect will occur if you are bobbing on top of the water (when you hold space, you clear the top water block completely). Each piece of armor worn will add 1 level of slowness, to a max of slowness 4.

Added an option to the config to remove dispensers from ships. As dispensers are tileEntities, they can cause a large amount of lag (especially in large groups).

Config files have been renamed. Im using better code to generate the config files. As a result, config files for FTB should now appear in the config folder of the associated modpack.

I've been working on adding mod support. I've figured out detecting other mods, but I need to work on exactly what I want to do with it (will not be in v1.7 of the mod).

Finalized the longboat design and how it looks wrecked against the stone spire. Also included some sea lanterns in the design (will be glowstone for pre-1.8 releases). Now I just need to code the new wrecks.

I have started uploading some WIP videos here. Currently very basic videos with no sound but they show a bit more than the screenshots do. Keep in mind that these are not the finished aspects! I am still working on improving various parts of the mod!

Plans for the Future

Adding support for other mods.

Adding more ships of course.

Adding more hostile mobs. Sharks, pirate zombies and skeletons...living pirates? Not sure what is next.

Improving on the Diving Suit. The suit will eventually have an energy level that will constantly drain when providing water breathing and nightvision. I also want to keep working on the texture, I hit a wall and decided to release it unfinished to an extent. Once I figure out what to do with it I will finish it. The chest needs the most work, as it is large and boring looking. The suit will also need to be compatible with other energy systems, most likely RF.

Adding a scuba suit. This will provide nightvision and waterbreathing like the diving suit does, but it will also increase your swim speed. However, it will not be armored at all.

Adding a harpoon gun. essentially a bow that does more damage to fish. Would be useful against any strong underwater mobs I add in the future.

Improving underwater movement of mobs. Making them more likely to stay within a certain area, or move towards points of interest like actual animals do. The code I have allows for this, just need to see if minecraft is capable of handling it. Preventing them from running into obstacles would also be nice.

Finishing the currently unfinished captains log and creating new ones.

Want to add it to a mod pack/make a video/talk about it?

Currently, this is the only place I have officially released this mod. As long as you dont redistribute the mod, claim credit for the mod, or link directly to the downloads (please link to this page) I will be happy.

You can also use it in modpacks (just give me credit please).

You may not use this mod on a server if you lock any parts of this mod, any other mod, or vanilla minecraft behind a paywall.

I'll let you know my results regarding compatibility too, since I'll be running it on a forge server alongside CustomNPCs, Harvestcraft, Aquaculture, Wild Caves, and BBMM, so if anything fails I'll alert you to it

as far as ideas for future plans go, before you code ruins, why not add in rocky spires that spawn in oceans, the sort that would damage the hull of ships. might be simpler to include and would give a visual key to why there are sunk ships around

::EDIT::

also I would remove all the blocks in the treasure room, maybe just include a single block per ship in there, with the chest, instead of having multiple gold emerald and diamond blocks in them. keeps better balance without sacrificing the "treasure" aspect

Yea, I was thinking that the treasure was going to be a bit too much there. Time to update it. I appreciate the help checking how it plays with other mods (since I don't add any blocks or items it should work just fine). Uploading a new version now with a single emerald, diamond, gold, and iron block in there.

Yea, I was thinking that the treasure was going to be a bit too much there. Time to update it. I appreciate the help checking how it plays with other mods (since I don't add any blocks or items it should work just fine). Uploading a new version now with a single emerald, diamond, gold, and iron block in there.

not quite what I meant haha, I meant more like only have 1 treasure block per ship, randomly chosen from iron/gold/diamond/emerald

or maybe instead to use all of them, have a random mix of 9 of any of those 4 in item form in the chest (so for example, a chest could randomly have 2 diamonds, 3 emeralds, 1 gold ingot and 3 iron ingots)

not quite what I meant haha, I meant more like only have 1 treasure block per ship, randomly chosen from iron/gold/diamond/emerald

or maybe instead to use all of them, have a random mix of 9 of any of those 4 in item form in the chest (so for example, a chest could randomly have 2 diamonds, 3 emeralds, 1 gold ingot and 3 iron ingots)

Well, I had the option to do a quick fix in a couple of minutes or spend a longer amount of time creating the new code to choose a random block. I wanted there to always be a pretty good reward in the schooner, though the original was far too valuable for it's rarity. I will probably keep it that you can always find an iron block, however you will get a random diamond, emerald, or gold block along with the iron one (with gold being more common than emerald and both being more common than diamond).

The current loot list for the schooner includes gold ingots, iron ingots, bread, saddles, gunpowder, ender pearls, buckets, diamonds, iron sword, diamond sword, and a gold block (forgot that one was included in the chest).

Time to do a bunch of tweaking. I may have a new build with better balance and more items to find in the chest by tomorrow.

Well, ive just done a thorough playtest of the features you currently have implemented. What a fantastic mod! Its beautiful in its simplicity, without needing to add any new block IDs to make it fun. Trying to navigate the schooner in survival when its underwater and flooded is a challenge, and feels like you're actually wreck-diving, and the washed up rowboats on shore add just that extra flair of life to the world.

Played with the config too, which is laid out cleanly and is easy to understand (only possible addition would be to mention that you can go higher than 300 rarity, as it reads like its implying its 0-300 at the moment), and found my favourite block setup is to use Spruce for hulls, jungle for decking, and jungle logs for the masts, as it makes the planks look dark and waterlogged and the masts like they are covered in algae and aged

I have some screenshots which i will upload in the next couple of days for you
Oh, and id say dont change the way the terrain intersects with the ships, it looks natural seeing all the sand and dirt in the base of the ship, and adds another obstacle too when trying to het the treasure from a schooner. It also makes beached schooners and sailboats look great when leaves intersect and make them look overgrown

Oh, and id say dont change the way the terrain intersects with the ships, it looks natural seeing all the sand and dirt in the base of the ship, and adds another obstacle too when trying to het the treasure from a schooner. It also makes beached schooners and sailboats look great when leaves intersect and make them look overgrown

Thanks! I'm definitely leaving the sand and dirt the way it is. I am just thinking of removing smooth stone that appears inside the ship, or at least making some sort of a hole in the hull that would explain how the stone got inside. I could also change the smooth stone to sand or dirt as well.

Glad to hear the schooner is challenging to navigate in survival as well.

I've also gotten a bit more done on the code, and now only 2 blocks will spawn with the chest at a given time (iron and a random block of gold 50% the time, emerald 30% of the time, and diamond 20% of the time). Have a little more I want to do before I release the next update though

Hey this is nice, I like structure spawning mods...you should check out this neat little tool that coolAlias has made for structure generation. It has rotation, placement, and some other nice stuff too....I dont know how you are generating them now, but if its world gen files and not schematics, you may want to check out the tool. I am converting my mod and all structures to the code format used in the tool now....works beautifully I must say....

Hey this is nice, I like structure spawning mods...you should check out this neat little tool that coolAlias has made for structure generation. It has rotation, placement, and some other nice stuff too....I dont know how you are generating them now, but if its world gen files and not schematics, you may want to check out the tool. I am converting my mod and all structures to the code format used in the tool now....works beautifully I must say....

I've checked out a couple schematic generators and couldn't get them to work. As a result I have had to code everything myself (which is time consuming of course). I create the ships in creative mode, then recreate a model next to them as I code (modifying the world generator) and finish sections.

This is what I used for the schooner (the diamond is placed every 5 blocks, the iron allows easy comparison of points on the two ships)

As you can imagine, it takes forever to do it this way. Haven't tried coolAlias' mod, but I'm checking it out now, thanks!

No problem....I use lots of structures in my mod. I convert them from schematics to java form....now from schematic to array format. A bit of a pain at first, but allows for so much more functionality. I can rotate, place where I want, generate structures of almost any size, and more. We can really use more people to test this too, so the more mods that use it, the better it can get.....I honestly believe this will be one of the best tools a modder can use in generation. Spread the word........

Showed off your mod on a new Mod Showcase show on my YouTube channel:
Couple ideas for the future, maybe a large ship like a Man of War or something like a Ghost ship with a spawner inside. Personally, I didn't like how much of the ships where filled with blocks. I like the idea of some blocks being there; sand, dirt, so on; but having to dig out the ENTIRE bottom deck is a bit ridiculous.

Couple ideas for the future, maybe a large ship like a Man of War or something like a Ghost ship with a spawner inside. Personally, I didn't like how much of the ships where filled with blocks. I like the idea of some blocks being there; sand, dirt, so on; but having to dig out the ENTIRE bottom deck is a bit ridiculous.

Thanks for the spotlight! I can also address a couple of your concerns.

I plan to remove all blocks (even water) from the hold of the schooner (I've written the code for it earlier, just need to update it to work with the beds), and it isn't difficult to replace everything there with air. I will probably make it a random chance (1/4 possibly) for the hold to be full of air (though as you saw, that will add the possibility of mobs spawning in them). I'm also tweaking the world generation as I go, with plans to completely remove stone from inside the schooner or at least replace it with dirt or sand, because stone is hugely annoying inside.

I also plan to make a larger ship than the schooner (I was thinking a man of war as well), though that is going to take quite a lot of time to complete (the schooner was 20-30 hours of work just to get the initial model in the world generation).

No problem....I use lots of structures in my mod. I convert them from schematics to java form....now from schematic to array format. A bit of a pain at first, but allows for so much more functionality. I can rotate, place where I want, generate structures of almost any size, and more. We can really use more people to test this too, so the more mods that use it, the better it can get.....I honestly believe this will be one of the best tools a modder can use in generation. Spread the word........

Checked out coolAlias' mod. It is definitely a powerful tool (and quite impressive how it works). I'm not going to use it at this time, but I am definitely going to keep an eye on it. It looks like it will be extremely helpful if I start making larger ships (in fact, it may make it so that I could add a number of larger ships, whereas my current plan is to only add one ship larger than the schooner). Part of my decision hinges on the fact that this is my first mod and part of the point of it was so that I could figure out what I'm doing (I keep finding places where I did something that works, but isn't as fast or easy as a different method would allow). I don't want to know how to use coolAlias' tool without knowing how the actual code works.

Thanks for pointing this out though, as once I feel like I know what I am doing, I will probably begin to use it!

Checked out coolAlias' mod. It is definitely a powerful tool (and quite impressive how it works). I'm not going to use it at this time, but I am definitely going to keep an eye on it. It looks like it will be extremely helpful if I start making larger ships (in fact, it may make it so that I could add a number of larger ships, whereas my current plan is to only add one ship larger than the schooner). Part of my decision hinges on the fact that this is my first mod and part of the point of it was so that I could figure out what I'm doing (I keep finding places where I did something that works, but isn't as fast or easy as a different method would allow). I don't want to know how to use coolAlias' tool without knowing how the actual code works.

Thanks for pointing this out though, as once I feel like I know what I am doing, I will probably begin to use it!

I also have Pyro working on maybe converting schematics to array to make the process of using adding structures to your mods a bit easier and faster....dont know if you saw his tool or not.

Can you add a config option for the id of the captains book, it conflicts with forestry compost item id, at least the 1.5.2 version does.

Oh, I will do that right away. Completely forgot to do that. Both versions will conflict as I forgot to change the id from when I was testing to see if my code worked (just threw it on 5000 for ease of use). The new version will be up in the next few minutes (it will be v1.4 for ease of use).

EDIT: Wasn't able to fix the code tonight (trying to add the captain's log ID to the config showed some bugs in the code to create the captain's log). Had to remove the captain's log from the mod for now. I will add it in again later. Other than the removal of the Captain's Log v1.4 has the same functionality as v1.3, with some added optimization.